Heya. I'm trying to get a larva to morph into another unit without using the egg as the unit it changes to during morph. But when I change the morph unit to none, or to a duplicate of the larva, or to even the baneling cocoon, I get warnings in-game about sequential looping anims detected during the morph. Changing the morph unit back to egg fixes the warnings.
I've spent the last few hours messing around with the events in the larva and even in the duplicate larva I tried to use, but nothing has any effect whatsoever. The morph occurs just fine, but a few warnings are generated during the morph and I would rather fix this problem than just hide it. If possible, I would even like to freeze the larva's animations altogether while morphing, as if it had become its own cocoon or something.
What's causing this and how can I fix it?
I simply modified the Larva's train ability so it could morph into the units I wanted and modified the morph unit to none or to a duplicate of the Larva.
The eggs glow and pulse in different ways depending on how far the morph has progressed, this is controlled by the Progress type actor called LarvaTrain, which is throwing the errors.
I don't know what's causing this specific error, but I assume it has to do with how "construction" models use different Stand animations for progress phases (usually Stand Work with a letter index, A-D for Terrans). Meanwhile the Larva uses several Stand animations simply to add variety and "life" to the unit, wobbling, fidgeting etc.
If you haven't looked into Actors there are plenty of tutorials including custom animations and basic morphs.
Thank you for your help! I've never even heard of Progress actors. I decided to find LarvaTrain and remove all of its progress animations. No more errors.
I even got the larva to freeze when its morph starts. I was searching and I found this thread. I had been trying the right things, but I had no idea that the Target box actually made a difference. Rather than targeting ::Host like that thread says, I targeted ::Self, and now the larva pauses when it starts morphing.
I placed an event in the larva's actor, Abil.LarvaTrain.Start, and put the message AnimSetPausedAll, targeting ::Self. Now it seems to work perfectly.
Just note that changing the existing LarvaTrain actor will remove the animations for all Zerg morphs currently using it, this will definitely include all other units morphed from the Larva.
And ::Self should be the default target, at least with all events I use leaving the target field blank executes them on the triggering actor (easy to check with SetTintColor, AnimPlay, SetOpacity etc. if the actor handles an ingame visual effect)
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Heya. I'm trying to get a larva to morph into another unit without using the egg as the unit it changes to during morph. But when I change the morph unit to none, or to a duplicate of the larva, or to even the baneling cocoon, I get warnings in-game about sequential looping anims detected during the morph. Changing the morph unit back to egg fixes the warnings.
I've spent the last few hours messing around with the events in the larva and even in the duplicate larva I tried to use, but nothing has any effect whatsoever. The morph occurs just fine, but a few warnings are generated during the morph and I would rather fix this problem than just hide it. If possible, I would even like to freeze the larva's animations altogether while morphing, as if it had become its own cocoon or something.
What's causing this and how can I fix it?
I simply modified the Larva's train ability so it could morph into the units I wanted and modified the morph unit to none or to a duplicate of the Larva.
I've uploaded a screenshot of the warnings.
The eggs glow and pulse in different ways depending on how far the morph has progressed, this is controlled by the Progress type actor called LarvaTrain, which is throwing the errors.
I don't know what's causing this specific error, but I assume it has to do with how "construction" models use different Stand animations for progress phases (usually Stand Work with a letter index, A-D for Terrans). Meanwhile the Larva uses several Stand animations simply to add variety and "life" to the unit, wobbling, fidgeting etc.
If you haven't looked into Actors there are plenty of tutorials including custom animations and basic morphs.
Thank you for your help! I've never even heard of Progress actors. I decided to find LarvaTrain and remove all of its progress animations. No more errors.
I even got the larva to freeze when its morph starts. I was searching and I found this thread. I had been trying the right things, but I had no idea that the Target box actually made a difference. Rather than targeting ::Host like that thread says, I targeted ::Self, and now the larva pauses when it starts morphing.
I placed an event in the larva's actor, Abil.LarvaTrain.Start, and put the message AnimSetPausedAll, targeting ::Self. Now it seems to work perfectly.
Just note that changing the existing LarvaTrain actor will remove the animations for all Zerg morphs currently using it, this will definitely include all other units morphed from the Larva.
And ::Self should be the default target, at least with all events I use leaving the target field blank executes them on the triggering actor (easy to check with SetTintColor, AnimPlay, SetOpacity etc. if the actor handles an ingame visual effect)